Author Topic: v5.56/v5.60 Official Bugs Thread  (Read 65780 times)

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Offline TheDeadlyShoe

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #240 on: May 30, 2012, 04:57:56 PM »
I believe it's not a bug - the game always picks the first unused name in the list, in order they are listed in the file (//database).

in any case, as far as I can tell the game keeps no memory whatsoever of destroyed ships. So it doesnt even have a way of knowing that there was a Delta that was destroyed. 

ALSO:

You can't rename particle beams from the View Tech screen. It just doesn't work. Don't know why. All other renames i've tried have worked.
 

Offline Person012345

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #241 on: May 31, 2012, 08:11:37 AM »
Error 11 was generated by aurora
Division by zero

I've had division by 0 errors before, but they were always clearly a result of something I'd done, I believe last time was to do with transferring an alien population. At least then I knew what to avoid clicking on. This time I can't discern any particular cause and I'm getting the error every 5 days, but not, as you might expect, on the construction tick. It happens 1 day before the construction tick.
 

Offline Person012345

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #242 on: May 31, 2012, 08:58:56 AM »
Wait... it is possible I was wrong about the timing, it may actually be appearing on the construction tick day.
 

Offline Person012345

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #243 on: May 31, 2012, 01:49:37 PM »
Actually, thinking about it, it was after I conquered a colony, not transferred it, then whenever I opened that population it gave me a divide by 0 error. So I guess in this game an NPR conquered another NPR and is trying to do something causing a divide by 0 error every tick? Conquering and transferring populations has never seemed to quite work right for me.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #244 on: May 31, 2012, 01:53:03 PM »
Conflicting event reports...

1st Grav Survey cannot load movement orders as there are shipyard tasks, etc.
1st Grav Survey cannot set up all three of its special system survey orders, etc.

If there are shipyard tasks, it should not attempt to set up special orders, similar to normal movement orders being blocked.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #245 on: June 01, 2012, 01:38:36 PM »
The destroy alien defenders, lose your troops bug still seems to be around.

Destroyed a robot force, the population of 0 gets looted by barbs, I got two civie ships that surrendered to me, and I lost 4 engineers, 3 INF, 1 HVA and 2 BHQ.

I made a copy of the DB if Steve needs it.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #246 on: June 01, 2012, 02:00:27 PM »
When renaming TG in the Naval Organization tab, the ships do not transfer to the new formation.

i.e. Have existing unit TF Bumblers with 6 ships. Rename formation to TF Super Dudes. Org chart shows them under Super Dudes, but drop list at top contains Bumblers still. Using the "Branch Only" button produces an empty TF Super Dudes.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #247 on: June 01, 2012, 02:11:20 PM »
Calling this a bug instead of a feature.

Got an archaelogical dig colony. Dug up some infrastructure. Stupid moron civ lines go "Yay! New colony!" and promptly start shipping hapless civilians to the desolate world. The option to set as supply/source/stable is greyed out so I cannot make them stop.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #248 on: June 01, 2012, 03:49:35 PM »
The destroy alien defenders, lose your troops bug still seems to be around.

Destroyed a robot force, the population of 0 gets looted by barbs, I got two civie ships that surrendered to me, and I lost 4 engineers, 3 INF, 1 HVA and 2 BHQ.

I made a copy of the DB if Steve needs it.

After having this happen again, I checked the DB. The troops are missing from the table, so there's something funky going on there.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #249 on: June 01, 2012, 05:27:55 PM »
Terraforming installations don't seem to consume cargo space.

I gave an order to load a terraforming installation, and post order completion I have 125000/125000 available.
 

Offline Garfunkel

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #250 on: June 02, 2012, 08:10:43 AM »
I didn't see this reported but admittedly I kinda skimscaned the 15 pages so I might have missed it.

Error 429
ActiveX component can't create object

followed by

Error 3420 (DAO. Database)
Object invalid or no longer set.

over and over and over. . .

v5. 60 on a Window$ 7 64bit pro os
Trying to open the Miss, Compact Database specifically after game creation before any orders.
I can repeat it and require a task shutdown to get out.

I just tried to Compact the Database and got exact same errors, running the same version of Aurora and Windows. Had to go through Task Managed to get out of it.
 

Offline Garfunkel

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #251 on: June 02, 2012, 11:43:59 AM »
Another bug with 5.60. Having a conventional, multi-Earth start, I later created an additional race that was later attacked by several other nations who absorbed its industry and population. I used SM-mode to transfer everything out and then deleted that race.

However, 2 hostile thermal contacts were left behind and more annoying, now that first civilian shipping lines are putting freighters out, these get scared by the hostile contacts and immediately escape Earth.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #252 on: June 02, 2012, 11:51:04 AM »
I put some size 7 missiles on a class via the ordnance. However, the launchers are only size 3. Autofire manages to fire the size 7 missiles from the size 3 launchers.
 

Offline Erik L

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #253 on: June 02, 2012, 05:30:49 PM »
Oversight or bug?

Cannot create a civilian contract for GFTF
 

Offline swarm_sadist

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Re: v5.56/v5.60 Official Bugs Thread
« Reply #254 on: June 02, 2012, 06:53:04 PM »
Not sure if this bug has been found yet but:
If you have a scientist leading a science project AND then create a geology team with that lead scientist, you get a 0-unknown value in the science window and your scientist researches nothing. 

I'm not sure if this is a bug or if there is suppose to be a warning message when creating the geological team. 

VERSION 5.  60

Another bug, this time to do with tractor beams and OHs.  If the OH has multiple ships in it, and only one ship is tractored, the tractored ship joins the tug group.  If another tug is added to the tug group, it can still attempt to tractor the other OH in the original OH group, even if they are millions of km away.

Also, not really a bug but if your tug-OH results in too low of a speed, you will never be able to get the ships to a planet, nor will you be able to release the OH where it is.  It only allows you to release ships at a destination.
« Last Edit: June 02, 2012, 09:18:45 PM by swarm_sadist »